Usable boundary for visibility-based surveillance-evasion games
Carlos Esteve-Yag\"ue, Richard Tsai

TL;DR
This paper analyzes the behavior of visibility-based pursuit-evasion games near the boundary of the target set, revealing how obstacle geometry affects the continuity of the value function and identifying semi-permeable barriers.
Contribution
It characterizes the boundary behavior of the game value in environments with obstacles, showing continuity for smooth obstacles and discontinuities with barriers for cornered obstacles.
Findings
Value is continuous for smooth obstacles.
Discontinuities occur with cornered obstacles.
Semi-permeable barriers originate at boundary interfaces.
Abstract
We consider a surveillance-evasion game in an environment with obstacles. In such an environment, a mobile pursuer seeks to maintain the visibility with a mobile evader, who tries to get occluded from the pursuer in the shortest time possible. In this two-player zero-sum game setting, we study the discontinuities of the value of the game near the boundary of the target set (the non-visibility region). In particular, we describe the transition between the usable part of the boundary of the target (where the value vanishes) and the non-usable part (where the value is positive). We show that the value enjoys a different behaviour depending on the regularity of the obstacles involved in the game. Namely, we prove that the boundary profile is continuous for the case of smooth obstacles, and that it exhibits a jump discontinuity when the obstacle contains corners. Moreover, we prove that, in…
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Taxonomy
TopicsGuidance and Control Systems · Artificial Intelligence in Games
